/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MovieRenderPipelineDataTypes.h
The Tick/Render loops are decoupled from the actual desired output. In some cases we may render but not desire an output (such as filling temporal histories) or we may be accumulating the results into a target which does not produce an output. Finally, we may be running the Tick/Render loop but not wanting to do anything!
struct FMoviePipelineFrameOutputState
bool
bCaptureRendering
If true, and aIRenderCaptureProvideris available, trigger a capture of the rendering process of this frame.
bool
bDiscardRenderResult
If this is true, then the frame will be rendered but the results discarded and not sent to the accumulator.
bool
bSkipRendering
If true, then the rendering for this frame should be skipped (ie: nothing submitted to the gpu, and the output merger not told to expect this frame).
int32
CameraIndex
FString
CameraName
The name of the currently active camera being rendered. May be empty.
FString
CameraNameOverride
Name used by the {camera_name} format tag. May be empty
int32
CurrentShotSourceFrameNumber
FTimecode
CurrentShotSourceTimeCode
int32
EffectiveFrameNumber
The closest frame number (in Display Rate) on the Sequence adjusted for the effective output rate.
FTimecode
EffectiveTimeCode
The closest time code version of the EffectiveFrameNumber.
TMap<FString, ...
FileMetadata
Metadata to attach to the output file (if supported by the output container)
int32
OutputFrameNumber
The expected output frame count that the render is working towards creating.
int32
ShotCount
How many shots total will we be outputting?
int32
ShotIndex
Which shot is this output state for?
FString
ShotName
THe name of the currently active shot. May be empty if there is no shot track.
int32
ShotOutputFrameNumber
The expected output frame count for this current shot that we're working towards creating.
int32
ShotSamplesRendered
The total number of samples (including warm ups) that have been sent to the GPU for this shot.
int32
SourceFrameNumber
The closest frame number (in Display Rate) on the Sequence.
FTimecode
SourceTimeCode
The closest time code version of the SourceFrameNumber on the Sequence.
int32
TemporalSampleCount
How many temporal samples do we add together to produce one Output Frame?
int32
TemporalSampleIndex
Which sub-frame are we on when using Accumulation Frame rendering.
FTimeData
TimeData